/qst/ Thread Archive

Welcome to the /qst/ archive. Note: Please DO NOT SCRAPE THE ARCHIVES as my bandwidth is finite.

2016-04-27: Oh Christ, this is a terrible idea.

Look, do me a favor: If you don't like /qst/, don't just mindlessly downvote every entry or archive shitposts. I'm only doing this to ensure QMs don't lose anything in the transition, if a transition even occurs. Take it up with 4chan moderation, don't take it out on me. Please? :(

2016-05-23: Searching tags or titles/descriptions now includes results from both /tg/ and /qst/ archives, which should make it easier for QMs to maintain continuity between boards.

Captain Steven Johnson of the ship Aurora awakes to find his colony ship 10,000 LY off-course, 20,000 years late for his arrival, and depleted fuel stocks. You have 10k colonists, seed/animal stocks, and whatever you can salvage from the ship. Are you a bad enough dood to colonize a planet?

what strats as a question of permissible actions in RPGs swiftly gets sidetracked as two murders are investigated and a third one seems imminent. Agent Gibbs and company are called in to help work things out.

Traveling to the Dwarf Kingdom to enter the competition. Possibly knock up a woman on the way. Impress the king with our badass plan to for his weapon. Kiss the Dwarf princess. Come face to face with a Golden Dragon.

You did it, you broke reality, and with your sin of paradox, you brought everything crashing down around you. Your world no longer had the right to exist, you had undone that, destroyed that privilege you weren't even aware of with your carelessness. Its essence and lifeblood, the mercurial sands of time, seeped from the cracks you wrought into it, escaping this dying place, evaporating into dimensions beyond your ken.

You are George the mighty Dragonslayer with amnesia. You reject fate and destiny. You are the maker of your own path, the Lord of your own life. You will be the hero of a thousand lands, saviour of a thousand maidens, chased from the homes of a thousand angry fathers. This world is your oyster and you shall be its hero to... eat it, if you want. I guess. BOUND BY NO INCOHERENT METAPHORS. BECAUSE YOU ARE GEORGE THE MIGHTY DRAGONSLAYER. And nothing can stop you now. Not. A. God. Damn. Thing.

We are an Interrogator on a Black Ship. We find a Tau woman tied up in an empty room. Paranoia ensues as we realize the true depths of planning and scheming that could very well be at work here.
Surprisingly rape-free.

So we're putting together some Space Hulk miniatures when suddenly we glue our face to our friends hair. And then we find out we aren't girls, we're traps. No, wait, futa. The next part should shed some light on just WTF is going on.

You awake on a rocky steppe. You have become transformed into a female frost giant. You have no magical powers beyond those of a baseline frost giant. You were originally a normal human male from modern-day earth surfing 4chan.

You have become transformed into a female frost giant. You have no magical powers beyond those of a baseline frost giant. You were originally a normal human male from modern-day earth surfing 4chan.
Part 2 of the critically acclaimed series.

he Jester has made a new world, a new stage. He has put life onto it, sparked into existence by energy caused by a joke, a joke he guards. Sentient life and great beasts crawl on the various environments of this new world. It is early in the world, the sentient races still primitive. Now he creates a new batch of toys, guiding spirits. They will be assigned to a tribe of
sentient life, and they will compete for dominance. If they amuse he will lend them a hand in their quests. The more followers, the more power they will have. Theirs is the duty to guide these species in the starting days of civilization and beyond.

Hello there! My name is Oak. Some people call me the Pokemon Professor.
This world is inhabited by creatures we call Pokemon!
Some people play with Pokemon, while others battle them. I study&#65279; Pokemon.
I am here to serve as your guide through the world of pokemon training.

You are Sarah a 12 year old pokemon trainer from pallet. Having received your brand new Treecko your are now battleing Red and Gary your childhood friends. Red has a Hoot Hoot named Dr. Hoo and Gary a Whismur. You are Jungle Jack , your pokemon, is on the ground trying to ward of as series of peck attacks from the good doctor as whismur charges into the fray having now deflated to normal size.

Lord Quest returns yet again and the people rejoice. We begin by taking steps toward constructing a large well and finding ways to make more gold. In the next month we travel back into the swamps with our adventuring crew.

Somehow despite the faggotry, we have fun as VOLG Z EINZBERN. MANLY MAN WHO WRASSLES BEARS, STEALS FROM MUSEUMS IN BROAD DAYLIGHT, SUMMONS DRACULA AND ISN'T AFRAID OF ANYTHING. Well, I have fun anyway.

You are a noble son of the one the six Great Houses of Kelen. Putting great faith in you, or perhaps wanting you kept from the heartlands, the patriarch of your house has sent you east, to the Frontier, and charged you to establish a profitable outpost.

Xcom Terror from the Deep as seen by an alien grunt, LM quest 1 is summarized in beginning.
the alien grunt uses an anti-ship weapon to shoot down a missile and fixes damage to his craft, only to fall victim to poor aim and be shot down with the rest of his squad.

Our Terminator with a space-time problem assumes his newfound leadership position and tries to keep a settlement from winter starvation.
It's like Lord Quest and Iron Quest had a baby... an angry, hungry baby.

Terminator D300.S continues to establish a surviving settlement populace for its base of operations. Diplomatic envoy sent, and someone ate a couple of our lumberjacks. Also we fret about anti-tech killsats.

Anon finds themselves in the shoes of Deffdakka, one Bakkhakker's underlings. Grotlikka has given him the mission of taking a band of kommandos to scout out for the real human base, but as with most of Ork Quest, things don't go as planned...

Subject 82 has yet another close call with Arkham, this time to steal supernatural artifacts. There is an encounter with more unstable escapees. 82 makes efforts to get past the military blockade and rendezvous with 54. Not all is at it seems...

Zorg, MNU, and ourselves all feel the cold, hard strap on of the UN and their draconian space travel restrictions. We also complete our first payment to STFU, no doubt one of many more to come. Oh, and Avatar happens.

We resolve the Avatar issue, though the intervention of Pentex isn't exactly welcome. RDA is slowly drying up, while we set up a new colony, we further our research a bit, and Zahkarov shows up out of nowhere.

After dealing with dissident scientists and trolling pentex a little, as well as stealing a bunch of tech from Tyrell corp we continue the new, sexier, streamline Megacorp quest in earnest. RDA is tanking, we're hacking and researching, Pentex is scheming, MNU is partying on down, and STFU is being a dick.

Thread tumbles along slowly, we only get through 3 years and talk about a bunch of different issues. Only things worth of note are RDA being liquidated, completing neural networks, and a new, mysterious rising megacorp.

A slow thread, we only get through a few years.
Biggest even is undoubtedly Pandora, and us Vs the UN+WY, as we were on the verge of interstellar war with Earth things were renegotiated, luckily. AI is now available to us, and a new business opportunity presents itself in Mars.

50 year anniversary, huray. We accidentally start a glorious socialist revolution, come comrade, join the unbreakable brotherhood of the New People, and stand proud in our deathless ideal of freedom and equality. Some AI shenanigans, as well as a few brilliant rolls.

Cut short rather unfortunately. As the conflict in Ares fades the one in Sol seems to only intensify. There also seems to be a race of Aliens trying to kill each other. Right in our backyards as well, also, Alien happens. Damit Ripley.

We begin the tale of Court Alchemist Gillivers, setting foot on an uncharted island in the name of arcane science and imperialism. Things immediately go horribly wrong. There are also a great deal of ship-related images.

We died but then we got better. Or got a second chance. We're not sure yet. Then we found our long lost childhood love interest, and god damn she's hot. Also, the world is going to be destroyed in 5 days by an asteroid and we need to get to NASA if we hope to survive. Worst rolls since Tau Quest, here we go!

We go all Road Warrior and serious ass is kicked. Backstory revelations with our lady friend show that we were a total dick. Then we get to Canaveral, and meet Klep. Klep is... a little hard to describe.

Sergeant David Hayter and his group reach the rendevous point, discover everyone there is dead, discover that there are other imperial guard on the planet, get two new members to the party, and venture into a Chaos filled city. Meanwhile, the questers deal with an irritating grammar nazi

StonerDM is back after yet another leave of absence. He proceeds to grab a fistful of heartstrings and swing around like a toddler on a sugar rush. Also feature the fantastic drawfag stylings of some kind of fantastic drawfag.

WARP PORTALS!!! EVERYWHERE!!! THOUSANDS OF THEM!!!!
Ophelia VII is under attack and its up to badass Inquisitor Delessa to save it! A farseer and a living saint join the party.
Filigree does more cute stuff.

Thuron turns out to be a snake creature in disguise and answers some questions about the cult, the Unspeakable One, and what will happen if the cult succeeds. Cygnis continues to grow more dependent on us, Scinnari is a bit tight-lipped when questioned about her past, and we finally get a serious lair up and running with the help of our kobold minions. Also, we get invited to a party by the Sealord.

We buy some gunpower, find out more about Sealord and council members, get hired(in guise of Ladon "Blackjack") by Scinnari to get rid of Brother Arman and btw the cult of the Unspeakable One has plans concerning the lighthouse.

The Sealord's ball. One of Drac's minions tries to buy our loyalty, though we opt for keeping our options open for now. Scinnari makes quite a splash, Lydon confirms that Drac is a cultist, and an elderly snake creature crashes the party with the obligatory cryptic warning. Plot, plot everywhere.

The slow beginning to what hopes to be an epic quest. You are Faolan Orobus, an amnesia ridden Hunter who was found half dead near the village of Lammite. Only a few moments out of your rest bed are you and a fellow hunter assaulted by the villages problem.

We have the displeasure of meeting Cygnis' half-brother Azdukashen, discover that (not)Thuron has been murdered, and make plans for stopping the cult. We finally turn Brother Arman over to Finn and Jassa(Scinnari), overhear that she's up to something on the side, and start looking for our next target, the merchant captain Andarr. We also wine and dine both Asha and Cygnis behind Scinnari's back, but get very possessive about Scinnari herself.

We have a night out and introduce our retinue's introverts to the rest of the group. Later on we armor our bear, cash in our gold, and scare the hell out of Jayne with some magical hocus pocus while also learning a new ability. (And maybe start on some magic)

We go searching for the temple. Along the way we roast a ship, kill a dragon turtle, and find a cursed sword. Cygnis shows up with word that the Sealord and the cult are stepping up their timetable for the lighthouse.

We proceed to trial and have to demonstrate Khalless's power to incredulous judges, and Laelith gets sweet fiery vengeance. Later on we attend to army duties and teach Jayne the beginnings of life elementalism. Then we round it out with a briefing on our next mission and some discussion on romantic prospects.

We get a ride home and talk to a really knowledgeable crystal, finally getting some long awaited answers. It also seems to like us. Az is less pleased, and we troll him masterfully. The cult is on the move and has started the ritual as well as captured our ladies, so we swoop in to the rescue and prepare for the climax of the cult arc.

Anon watches Confederate TV, and makes plan for ZergTV. It succeeds in beginning a war between the Protoss and the Terrans. It spends about two hours trying to goad Cerebrate Anon into making giant floating missile ships or something. TUCAMP shares part of his Zerg Quest-inspired stage play (no, really). Very little actually happens.

Rogue Trader Quest returns! A month later, the repairs are complete, and we get another message from our brother. After a trip through the warp, we finally make planetfall on the unclaimed planet, and manage to form and alliance with a badass viking king. Good times

We go over received intel, send out raiders, improve our captured siege engine and have a nice breakfast with the captured son of the enemy. That and learn he's in love with one of his bodyguards captured during the last battle. Sweet, honeyed words are whispered to wear away at his loyalty.

We debate on how to best assist another commander likely fighting an elementalist. We convince more people to learn to control the elements and then continue interrogating captured prisoners and wearing away at their loyalties.

A caravan is sent out as bait for a trap. We let our captured noble have a few hours of happiness with his love and see what the gods think of us. We also find out Khalless had a boat load of interesting things for us to translate.

We are reminded of our old for Khalless, get introduced to Lord Stant's elven archers and have breakfast with our captured noble. We fail to sway him to the dark side and our troops sent on the caravan trap return.

With Esme's return, Miriael is sent packing via vortex grenade. Lucky rolls ensure the waifus survive, except for Anna who is a vegetable.
Filigree's powers are unlocked and /tg/ sets out to find survivors with the twins.

Sansa returns with news of the other commanders, we spar with Laelith and find out that she gets cranky when she loses, and call a meeting to discuss our attack plans. Our captains are shocked by nightvision paste and we reach a deployment decision shockingly quickly. Oh, and Lena's sister is pissed, but we quickly talk her down and probably secure them for our retinue.

We finish planning our night attack on the enemy camp, find out more about our good friend Khalless, and are confronted by a sashless Kyria. We begin preparations for our plan but see a vision from the gods and find out others have seen visions as well.

The landworms bear fruit, the freighter's crew is delicious, and plans begin for an interesting sort of Zerg version of Amazing Race, or something. Also, Zerg therapy, and Zerg Quest finally snags a drawfag! We're moving up in the world...or down. Whatever.

Jayne has problems with our new recruit and we launch our assault on the Stant boys, avoiding a trap and making Morwayne rage. On average we rolled badly even with the botch. After battle, things get a little interesting and we lose our ransom.

We get Sansa to plan our upcoming victory celebration, inform Janos about his siblings death, find out how messed his family is and fail at interrogation due to /tg/ dice not being low for once. Then we kiss the girl.

After squandering some resources, the Swarm finds that Kingston's assault is Blitzkrieging through the third-wave colonies. Gorn and Warbrate work together to fight it back, and Anon turns to Bernie for an offensive.

We have a nice chat with Aurelius (What a tweest), practice our elementalism, almost get killed by our mage in training and spar with our super swordsman. We then begin planning the next part of our campaign after reading some letters and stall with the debate.

Jayne gives us great news about her house. set up a picnic with Laelith. Order all our wagons converted to auto-wagons. Have breakfast with Aurelius and discuss upgrading his Hunters to Deadeyes. Also Blackbird comes back and now has a clan of his own.

We defeat the Rhasver force sent to take Mza and ransom the prisoners back to them. Then we time skip forward, in which we explore Mza and expand the town. We try to spy on people, but the dice get in the way again. We do, however, snag an Orb of Storms.

Celebrations go off with out a hitch; Justinian beds Laelith and promises to make it up to Kyria and Sansa. Wulf goes of with the detachment to reinforce Commander Nomz. Also, our resident mage got drunk.

We question Janos about the enemy fort we must bypass, check up on our engineer with his new wagons, check in with the gods real quick and go looking for bears with Jayne. /tg/ dice ruins our day big time and stops us from getting our first loot of the campaign.

We chat up Laelith a little, give her some gifts, muse on the cult and spend the night with Sansa. Janos gives us more intel on the terrain, we talk to our mage in training and work on our elementalism. Then Wulf returns victorious from the north with a nice scar and Kyria gets her reward.

We spend a lot of time debating how we'll assault Lost Conflux, deciding on drawing out their forces with some fire. Turns out, storms give Wulf the powers of a fucking thunder god with a penchant for maniacal laughter, and we completely rape the fort with a long string of godly rolls. But what lies in the bowels of our newly taken fort?

Lootan' and plunderan'. We come up with a plan to ambush the garrisons of the river defense towers. Then we interrogate the lord and find out this Imperial counter-offensive is going Just As Planned by the Uurlanthi King.

Cerebrate Anon brings the Brood to Dagobah, where it is given the broad and mysterious choice of what other sci-fi plotline will enter into the ZQverse. The result is less catastrophic than it could have been, but still has game-breaker potential. What the hell is going on?

We get a better idea of what our second vision actually means, and set Laelith to work on finding a way to beat necromancy. We also find a way to potentially beat mysticism and some ways to improve the strength of our elementalism. We get the names of both of our noble captives that are getting ransomed and set up for taking down the towers Lord Blentus garrisons.

We come across the late Lord Stant's remains, and then take 3 towers in a single day. We have the men rest, for the next day will be filled with raiding and pilla..I mean, the destruction of enemy war material.

The Zerg actually sit down and talk with VoidGate, the not-quite-Skynet-but-basically-Skynet. In the end, Anon blows the shit out of some Terrans, like strategic superiority is an afterthought, or something.

Remainder of the Obligatory Beach Episode. Bravo kicks ass, despite being caught with their pants down, and with no weapons. Conflicting victory, as some members are unsettled by the ruthlessness of their adversaries to get a message across.

The story of Carne, a big hulking machine full of the secret knowledge of a dead nation, after he wakes up from a Rip-Van-Winkle-like nap.
You awaken. You are in a forest. Vines and vegetation cover your body of cold metal and indestructible crystal.
"It is day. The birds are chirping. You can hear animals nearby. Some are eating, some stalking others to eat."

We make our move against the adventurers, though it goes relatively poorly. We capture two, finish our immediate business in Beren, and set to work breaking our new acquisitions. We also have a chat with Scinnari about her loyalties and annex a port city.

We hide our stash, knock out another tower, and link up with the main Imperial force. Then we find out that the Uurlanth King is coming at us with over 80,000 troops, and he has undead hordes with him.

Your people have always gathered in times of trouble to hear the stories, since the time of their ancestors' ancestors. Tonight, as you listen to The Epic of Gilgamesh, your people must make a crucial decision. Depending on what questions you ask and what you point out during the story, the outcome will be vastly different.

We meet with the commander of the Legion we have been preparing crossings for and cant seem to make up our minds about him. Information on arcane shit and the cult is traded, and we officially get our next assignment.

A remake of the previous thread which went nowhere. With the first visible blow to the realm struck, all eyes turn to Esme and her party. With the fledgeling god aware of them, things will continue to get more and more difficult.

We face an opposing force more than twice our size, and that has air superiority. Any Degnar commander would retreat in the face of this foe.
But we are Justinian Trentz, and we will prevail.
Next time, on Commander Quest!

Anon meets with Little Sister, and her irritability is lessened substantially when Anon comes up with a tactical plan that surprises even Cerebrate Anon. A battle of pretty epic proportions ensues, and the political climate of the Koprulu Sector changes. A LOT.

Azar is reclaimed by Tashz and the black dragon there is killed. We travel to the court of Tashzmir and start nosing around in the local politics, though the major players don't seem particularly interested in us. Relatively short for a DQ thread.

We successfully raid a food depot, tear through the heightened security, end up killing the minimum wage nightguards who we mistook for battle-hardened soldiers, and disappear into the night with another two salvaged mechs.

Quest where we follow adventures of an Eldar following the path of the ourcast on a medieval world. Helping out in a battle between Dark Eldar and Death Watch. Being much too nice to mon-keigh in general.

Anon's Brood takes the initiative after watching Kingston destroy a pivotal part of the anti-Zerg equation to wreak havoc on his unguarded flanks. A dangerous element from like, 20 threads ago reappears, and two unidentified forces appear at the cliffhanger.

We introduce our pet assassin to our command staff, make sure everyone's got the same story to give when we get questioned at the capital, and then we get absolutely plastered as we say goodbye to our nomad bros.

Our triumphant return home, we learn of our reputation as "The Midnight Dragon" among the people of DragonsReach, and have a very enlightening conversation with the 2nd Praetorian, where we are given our next marching orders.

After our last mission and our many mechs in need of repairs we're taking a break from battle and planning our future strategies and possible objectives. That ever-present airbase is looking more and more like an obstacle, and a dropship that landed there might provide a means to infiltrate it successfully...

We resurrect Mza's volcano, the dwarves strike adamantine, and Scinnari lays an egg. Seffy has also been busy building her domain, and we plot to undermine her. Wraps up with a potential lead on the "Twice-Bound," which might help us learn more about the Binder.

Anon tries to convince VoidGate to give up some of its secrets, which turns into a stunted philosophical debate. Over Shakuras, Anon has an hour-long awkward pause before letting the suspicious craft zoom off to one of the most populated planets in the Sector. Cerebrate Anon then ran off for...personal business.

We are Frank Porter, Maintenance Engineer working at Jurassic Park. We get sent to check out the Wind Turbine Compound because the turbines mysteriously went offline. As we arrive, we notice that the power to the fence is down, and something's dug under the fence...

We bring power to the fences back, but as we return to the barracks, we get into an accident with a dino, and Perkins dies. We then escape to the Maintenance Building, seal ourselves in, and find out the Head of Maintenance was pulling a Nedry. Except, he was stupid enough to mess with the T-Rex and raptor pens.

The apocalypse happened about 50 years ago. The oldest people still around have childhood memories of it: cities burning, society in chaos then collapse, families set to panicked flight, the weird nights when the smoldering sky made midnight into a blood-colored half-day. Nobody knows what really happened or why, though. Maybe nobody ever knew.

We give the go-ahead to the list Blackbird Collin and Gaius had for filling up Blackbirds unit. Then we take Laelith to get her scars and tattoos healed... Then posting goes down and it becomes a clifhanger in the middle of a big post.

The end of the last thread gets retconned, we head over to the water plant for our next job. Much to our surprise and terror we find the Rex having a drink at the water plant. After calling management and them sending two teams to deal with Rex we finally get in the plant, there we find the remains of a battle between a trio of park workers and a trio of raptors. Surprisingly by the time we get there it's down to one raptor and one tech guy holed up in a storage room with a shotgun.

We tie up the knocked out raptor, indirectly cause the suicide of the water tech we saved, find a letter detailing that traitor Ryan's plan, and finally start to do our actual job of fixing stuff...by breaking a door down.
(Pt. 3 not archived due to 4chan technical problems)

We get Dispatch off our back for a bit, successfully hide all of our goodies in our car, and hand off the letter incriminating Ryan to one of the Security guys, who'll give it to Muldoon. Then Emanuel, the douche, turns us in to Dispatch for having the rocket launcher, and we have to give it up.

We're given marching orders to fix the Windmill Turbines AGAIN, and meet an ornery triceratops on the road. We GTFO, and as it gains on us, Muldoon pulls a DYNAMIC ENTRY to tranq it.
We then fight off three more raptors at the wind turbines with the help of another DRT, and Emanuel proves he's an idiot by leading our maintenance team into a raptor trap.

We chew out Emanuel, finally find out the other guy's name (it's Juan), and call in another DRT when we find the entire turbine room infested with compys. During cleanup, we find evidence of the compys breeding, and inform Muldoon who turns out to be a real bro, and the Head of Security seems to also be on the take. Then, we get told that Geothermal is on fire, and we need to put it out.

We negotiate a long-term contract with the Lacertan who healed Laeliths face, and build our relationship with House Morlan. Then we somehow end up deciding that it would be a good idea to take the governors son with us on campaign. Next session, we're on the march again!!

We get to Geothermal, and find evidence of sabotage, before an explosion blows it all away. On the up side, the fire is out. On the down side, emergency power all across the island is nearly out, and we need to get this fixed before the electric fences lose power.

The move to Africa is surprisingly smooth. Much hacking and power consolidation ensues. Anon immediately decides to participate in an African genocide. Because what could be more like Skynet than dying humans, and more like Anon than dying black people?

We finally set out from the capital, young noble in tow. Going is slow, and we're a few days behind when we reach our operational theater. We pick up two more merc companies, then set a trap in a small logging village close to the forest where the enemy is hiding.

We report that Geothermal is lost and beyond repair. Oddly, we get a promotion and told to reactivate a mothballed hydroelectric plant. We run out of juice partway there, get a spare battery from the helipad, and get to the Aviary. Then we find out we got promoted, because the rest of Maintenance are on strike at the docks demanding to leave the island, and we're the only fools still working.

We get to the abandoned hydroelectric plant, clear it out of compys, and find a dead maintenance worker who collected an arsenal. We fix the turbine, and still have to replace the main power conduit. Emanuel proves to be less of a douche this session.

We deal with Rufus and the aftermath of the battle, spend time with our ladies, and talk to the observers about the new face of war. Plans for the future are made and a life-changing decision is reached.

Leading a massive horde of xenos, the mother-of-all bugs appears to destroy the ODF Base on Titan. The only thing standing in their way is the combined might of companies Femto & Ecto and their own xeno allies. Will they prevail?

We come up with a cunning plan to test some innovative tactics when we learn that the Second Wife of Khalless is going to attack us. Phase One of the plan works, but Wulf is taken out of the fight by Moon Pantheon dickery. Arguing about whether it was a trap or just the bitch goddess going "Oh no you don't!" ensues.

The raptor and his two friends were taken care of, with two of them dying. A fire was sparked when a stray shot from the shotgun hit the gas generator. The DRT crew from the windmill came by to pick the surviving raptor up.

We enact the Second Phase of our plan. While our maniple mops up the cultist mobs, our command group takes on the enemy commander and her bodyguards. Bad rolls see us falter a little, but in the end we are victorious.

We reveal the return of the gods to our command staff for dissemination amongst our maniple. We then begin communing with the gods, seeing what's up with them. Eago is still interested in Wulf, we play hard to get with Karythria, and find that Garagush can be a bro, when he's not consumed by bloodlust and insanity.

Tessa is resurrected from the dead and some of Ophelia VII gets pulled into the new god's realm as it reveals itself. Waifu +1 as Evelyn and her initiates joins the party.
Now Esme is heading to the center to kick ass and take names.

We're a nearly omnipotent ascended dark lord who has become utterly bored with the thrills of complete power over the universe. To amuse ourselves and revive our interest in the world we have chosen to empower mortals and watch as they struggle against each other.

We finish talking with the gods, and find the Goddess of Love more than a match for Justinian's charms. We find that 2 assassins came for us during our divine mind-conference, and that the enemy is on the move.

We move out to defend the strategically important iron mine, only to find that an Uurlanthi mystic was maintaining the illusion of a force headed towards the iron mine, when they were really going after a town and a gold mine. We quickly turn around our maniple, and cause a landslide that allows us to catch up with their force, but are ambushed by hidden Uurlanthi valkyrie knights. We fight them off, only to be again be surprised by hidden Uurlanthi archers. We tear into the enemy and show them our RAGEFACE, and wipe them out.

Melane finally gets done meeting the rest of her crew, then has a few words with Paima, which does not end well. Ends with us taking on the role of Paima, whom is about to use Dominion's Memory to become Algers in the past.

The enemy commander has split his forces, one headed to a gold mine, the other retreating to the forests. We split our maniple and pursue. The battle is hard-fought, but we emerge victorious in spite of the enemy's usage of a divine boon. We then receive word that the rest of the enemy has fallen, we've been promoted, and are to move to a city to temporarily become its military governor.

Flung into the past by a temporal explosion of the Makarian Air Fortress, Colonel Walker leads a small band of Bravos and Xenos in an effort to claim new resources for the ODF to use on Titan. Instead, they stumble upon a potential new ally - The Algorhymes, indigenous sentient robots.

We storm the governor's villa in a night-time commando raid, and successfully apprehend the traitor in spite of Uurlanthi assassins sent to help him. We extract the names of people complicit in his plans, and begin the work of rounding them up while preparing the city for a possible siege.

We successfully gather evidence of the Head of Security trying to flee the island with the Park's secrets. Emanuel finally understands that Dispatch can't be relied upon. We bring the Head of Security in for questioning; he tries to bribe us, and turn the radio to transmit as he spills his guts.

In which go through our usual daily schedule: we chase down the Head of Security after he escapes, get into a tranq dart fight, and then belatedly remind Jason what seat belts are for, before being finally foiled by an asshole guard and the language barrier.

"The year is 1995, and anti-mutant riots are sweeping the nation. Fearing what might happen to you if your true nature is discovered, your parents have enrolled you in Xavier's School for Gifted Youngsters, where you can learn to harness your amazing gifts, or at least be isolated from those who fear and hate you."
We play as 15 year old Finnish girl, Aino, who just enrolled into the Academy. Shit hits the fan pretty soon after.

Quintus kinda makes us feel bad for him, not really though, sympathetic is a bit much, but pretty much describes it. Send blackbird with Wulf out. Get an Official head count. Execute Doblis the traitor of the empire. Talk a bit with Sansa about Quintus getting her to wait so we can set it up.

We recover the embryos, hand them off to Dr. Wu, turn an attempted beatdown into a victory, and singlehandedly take down two velociraptors. Hopefully we'll run into our bros Emanuel and Juan again, and get news of Muldoon's fate, tomorrow.

We finally met up with Kresis, and man, he has a LOT to say. Looks like we'll have to take out some hydra-dragon hybrids to secure his help. In the meantime we, the players, are left to ponder the meaning of justice.

We weather a week of the siege, then we find out that along with magic and the gods, were-minotaurs are making a comeback as well. We deploy our forces to the walls as the Uurlanthi begin their assault.

The Mighty Lord Inglip has blessed us with his divine texts, and using these great scraps of knowledge we will shape the new world.
-The cultists of Lord Inglip gather for a thread full of captcha derived intelligence, imagination and at times downright insanity.

Anon continues its vicious pogrom against the VoidGate AI, going so far as to get Kingston in on the carnage. Yet more planets are rendered balls of superheated glass, and yet fewer people are willing to fuck with the Zerg.

We meet our new maintenance team, and find the New Yorker to be an insufferable ass, and none of them are taking the dangers of the Park seriously. We get on the road as an alarm goes out that the T-Rex is loose. On our way to our assignment, we save 2 workers from a dilo attack.

Unbelievably bad rolls shake the confidence of our men in our abilities, even though we still successfully fend off the probing attack by the Uurlanthi. The next day we put together several plans to destroy the Uurlanthi siege engines and let loose some were-minotaurs in their camp. Then Sansa comes and we know have Seventus confessing to all of this crimes on magic cassette tape.

We fix the HVAC at the Inn, and find two teenage girls trying to steal a pair of compys by hiding it in their room. Their dad first tries to bribe us, then threatens us, all while we secretly held down Transmit on our radio. And then we flirted with the hotel receptionist and got her number.

The Makarian fleet arrives but is met with a surprising obstacle - the very moons of Titan. Taking advantage of their good fortune, Bravo and their allies take to the skies to repel the space chicken threat.

The year is 1994. We are Prometheus, a highly advanced AI which has been named the CEO of Entek corporation, an R&D company with a heavily advanced PMC branch. In this thread, we investigate old nazi superscience tech, and make the Majestic 12 our bitches.

Our multi-pronged plan for a night-time were-beast raid is put into motion. It is marginally successful, and out of 38 volunteers, 5 make it back. Unfortunately, it seems that we might a few serial killers amongst the survivors.
Our talk with Seventus is interrupted by an Uurlanthi attack on the West Wall, under cover of invisibility magic. We successfully repulse the attack, but now know that the enemy has more resources than we anticipated.

We successfully barricade ourselves inside of the maintenance shed. We find that the computer has a BSOD, and needs a reboot. Of course, that shuts the power off for the electrified bars protecting the windows. As Dispatch tries to find the authentication key for the software we need to reinstall, the raptors bust up the skylight and are trying to get through the mesh between us and them.

The Uurlanthi attempt another attack against us in the wake of storm. They roll out living siege towers while we unleash our fully-automatic heavy repeaters. It is a bloody fight, but we emerge wounded but victorious.

When something goes awry in a piece of technology meant to bring the dead back to life, /tg/'s greatest hero is born! A fusion of Tesla and Teddy Roosevelt fight aliens in the future to defend mankind.

Born from a discussion thread about a magical artifact that allows modification of lifeforms, /tg/ leads an Illithid to finding the Despoiler of Flesh, and then produces a magically modified team of industrial (and one or two sexy) minions.
A debate breaks out between players who want to take over the world, and players who want to take over the world after an Illithid sexual encounter.

We storm our way into one of the weakened living siege towers, and despite losses, cut out its heart and kill it. Unfortunately, as we emerged from the rapidly dying tower, we found that the other towers had matured, and they weren't siege towers; Uurlanthi magical bio-warforms are going to make this siege, and the rest of the war, a real bitch to fight.

We think we have found Tayn, and get him back to Dalak while being chased by pale abominations. The implant turns out to be constructed of ioun ore, and its pretty advanced. Less than encouraging news.

Hammering out details of timeskip. Fucking up a black, considering freeing Soulless, starting on alchemy and wizardry guilds, kobolds again, and invasion of Avariel cities. Oh, and a Draconic Who's-who at the end of the thread.

We fight the Uurlanthi war-forms tooth and nail. We are injured, but suddenly the war-forms exit the field. We're then given a boon by Raynha, and we break the siege. However, we find out that the Uurlanthi have lost control over their bio-magical constructs, and they threaten to bring back a threat that took the avatars of the gods 500 years to stop the last time.

A kingdom manager quest, uses Mors' "Dead King Quest" play-style, story remotely inspired by "Dragon Quest" (at least it seems so).
You are Cave Drako Rex Meus, a (red) dragon woken up after long slumber to find your kingdom shattered, amidst civil war, impoverished and stricken by plague.
Now it is up to you and your inner council to restore it to its previous magnificence.
(thread cut short by OPs disappearance, presumably due to his prehistoric Internet connection)

Just as we think things are going to work out, a lightning storm comes into existence in the operating theater, badly burning Dalak and the other surgeons, while Tayn bleeds out on the operating table. We jump in with Protection spells for everyone, but it proves to be not enough to absorb all of the lightning. Then someone gets the bright idea of creating a lightning by grabbing a rifle, and it miraculously works. Tayn is saved, for now, and though some of the surgeons are seriously injured, they'll live.

We successfully rescue the human souls from one of the hive towers, but getting the resulting human to remember she's human is another matter. We speak with Seventus, who agrees to write a full confession for his crimes, and talk a little with Gaius. Then we offer the Skywings captain a chance to be on retainer with us, backed by a full supply of repeaters.

In which we are a smithswoman, inheriting our father's blacksmith business, skills, and tools. We win a drinking contest, and acquire a female elf magician as an acquaintance, which teaches us some enchanting. You sense that she may or may not have... 'feelings' towards you.

We work to integrate Vi back into society, and check up on our were-minotaur combat team. We replenish our forces and receive our marching orders. We meet up with two other elite maniples and are ordered to destroy an Uurlanthi supply convoy.

An excellent story about the development of A.I. through its perspective. After the story ends an anon (Nespresso J112) takes it up to run a quest:
"despite rapid advances in computing and robotics, humanity has died out, and devices fallen into disrepair. You are a Nespresso-J112 Coffee machine, given sentience by a bug in the code. Your goal is to acquire Coffee and Coffee Filters, and if you need to rebuild civilisation yourself to get some, you'll do it."